PVKII and VR

With Valve having released the 2013 SDK, you now have the ability to run the game in -vr mode, with the mod at the very early stages of testing on this new SDK, lots of stuff is obviously broken, shaders etc

However, I was mad enough and believed strongly enough to back the Oculus Rift (OR) on kickstarter as soon as I had watched it's pitch video (Ok so I waited like 3 hours before I caved in!).

Whilst working on bt_pinegrove these last few months, and having the OR sitting on my desk, I really REALLY wanted to walk around it in VR. To get to do this was really special, I mean I'd made some stuff in Unity, played all the demos people released, but when you get to experience your own work, it's quite special!

Here are some screenshots with comments on below:

Note: I was playing as the Captain, simply because the views aren't mapped to the characters properly yet so you can see in the back of their heads/bodies, but the Captain's shader is broken at the moment, making him see through, which was perfect for VR!

In the treehouse, looking down at the Vikings capture point, feeling significantly higher than compared to "normal" viewing.

When in VR you get a much better sense of scale, these wood planks for instance appear to be about 20cm thick! (I'll have to fix that)

Looking at the windmill, it looks great towering above you, when you get close to the spinning sails, I found myself leaning out the way of them.

Looking over the abandoned mine bridge, the tracks appear much wider than before, and the distance fog really makes things feel further away.

The captains reload animation looks awesome in 3D, if only I had some hands! You can also see your own shadow which looks awesome!

Tropical holiday! I had a look around bt_island as well, this was quite awesome, as it's complete compared to Pinegrove. First time I've been on an old pirate ship too!

These steps when you're in VR are HUGE, they're like 40-50cms high each!

This table is huge, the chairs look correct, like I can sit on them but the tables up to my chest! Oh and the chicken, it could feed a family of 4 for a week!

The planks on this bridge are HUGE as well, This plank would make a great raft by itself alone!

It was really cool being in Cafe La Hubb Jubb, the coconut cocktails are about the size of a football! (soccer if you're from the US)

Overall, it was really awesome to experience PVKII in VR, I'll be tweaking some of the models, especially in PG to seem a bit more realistic scale wise. I can't wait for it all to be implemented properly, it's going to be fantastic!

Wow, imagine playing with both the Oculus Rift and the Virtuix Omni. That would be incredible. I'd hook up my Wii Remote to use as a sword. But I'm just excited to see PVKII running in the Source Base 2013. That's exciting enough for me. I'm really looking forward to it. Can't wait to hear more. But if one of you is already doing work in VR, I'd guess the process is at least going somewhat smoothly. Thank you for making my day.

Really ? From the video I saw vr mode 3 and 4 gave the best setup for ranged combat atleast. No key hole, Head turned while firing forwards capability that alone be a sharpshooter / archers dream. The key holed modes would be great for a melee class though.

COULD YOU IMAGINE THAT! occulus rift with wireless dongle connection for free body movement, and that type of VR body suit. Man running capacity based on actual body stamina. Hit accuracy and body placement all being your own skill. ID LOVE IT AS A SS, feel like a TRUE sniper with DMR. Like I feel using iron sights with the m98b in BF3.